OoO Those are very cool monochromatic designs you did there, Donut! Love the variety and sheer number of you packed into the sheet using such a small frame as the basis.You're super skilled! Well done!

I'm trying myself the 100% custom (DQ slime for the lolz) for a little roguelike in Black & White, while waiting for a thing for Tower's Demo. The whale took me ages :

Thanks Momeka. It's gonna eventually be a Metroidvania/Smash Bros/Dota mix-up once the mini engine is made, but I want to take the focus away from stat grinding and put more focus into agency and problem-solving, where everything requires some form of skill and thought.

My final idea's to give the player an overwhelming arsenal of gadgets, but then make the game brutally difficult and see how it plays.

There is so much noise it's unreal! How does it not crash from the sheer number of explosions and motion?

Hoho This is one of the reasons the development time is so long. I've spent ages creating a solid architecture, andalso ages optimizing the thing, using spatial hashers, quadtrees, nesting, memory recycling, etc. The game currently INSTANTLY switches maps,even ones with thousands of enemies and huge open spaces I haven't stress-tested, but I can currently load 100 maps at once and insta-switchbetween them all, and RAM usage never exceeds 100mb.

The game currently demands ~80mb RAM and slightly under the CPU req of Google Chrome, and never dips under 60fps or comes close,but it will inevitably become less optimized as the game gets fleshed out more.

I like how there's motion as they open as if it's tooth paste being squeezed out of a tube. It adds a dynamic feel to it, but what if the icons sparkled a little then slowly faded away? Or would that be too many frames? I know what engine you're using.